420:
that estimate and joined the project himself in that time. Wohlwend and
Saltsman extended the game's mechanics with new circles and puzzles, but their results were clunky. Saltsman recalled wanting to add atop the game's "basic building blocks", which took them off-track after a few months and took a few additional months to recover. Wohlwend wanted to make the game easier than the Flash version and so proposed ten new circles that were not adopted. However, he was happy with the final result and credited the game's "emergent interaction" qualities to Saltsman. They built on each other's level designs, though Wohlwend said that Saltsman made "basically all the levels". The new team enjoyed working with each other.
220:
229:
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34:
337:. He developed the game from an idea he had while staring at a ceiling, where he imagined a circle growing without overlapping another when growing. He found this to be a good core game concept and based the game around "patience and persistence". The game's style inadvertently borrowed from his first year in art school, where Wohlwend composed in black, white, and red so as to focus on composition rather than color. The Flash version was released in 2010 and is available online at
795:
opportunity some puzzles and could finish others with a single trick. Ryckert also found the final puzzles too aggravating, especially the ones with invisible elements. Campbell appreciated the variety of puzzles from "twitch" to "slow and thoughtful" to, her favorite, the "cerebral" puzzles that required specific tricks as well as the ability to skip puzzles. She also found the last level nigh impossible. Multiple reviewers felt that the cipher puzzles were out of place, and
389:
2219:
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The core differences between the Flash and iOS versions are a new endless mode and a narrative element based on ciphers and codes. The latter feature spiraled from email conversations between
Wohlwend and Saltsman about a "really obtuse and weird" subgame that functioned as a story. Wohlwend credited
799:
said it was easy to ignore them as what felt like an "utterly distinct" game. Bogost thought that the hidden ciphers were the "surest clue" of its status as "a design object and not a consumable media experience". Slater wrote that the ciphers felt forced and unexciting, and was disappointed overall
794:
commented that the "arcane codes" and puzzles with prescribed solutions made the game's pacing "unusual" when compared to the other puzzles designed to be completed leisurely. Slater too felt the pacing was "swift but uninspiring", and
Whitehead called its rhythm "weird" as he waited for the right
419:
collaboration, especially as the company lacked the funds to work on a new game from scratch. They began to work towards an iOS release. Saltsman expected
Wohlwend to work with Johnson to finish the game in a few months by adding new "circle types" and designing 100 discrete puzzles, but extended
248:
are completed when the numbers within the circles total 100. There are 100 levels that progress in complexity from a simple circle with no nearby obstructions to the advanced mechanics, such as linked circles that need to be touched at once, buzzsaws that reset the numbers within the circles, and
756:
thought the game to be "an astoundingly harmonious mix of art and design" and said its "simple premise" is "perfectly suited for a multitouch screen". The magazine noted that the game occasionally becomes one of patience and not skill due to the degree of entropy in each level. Ryckert noted
761:
as one of the better examples of games that successfully "embraced the simplicity of touch control", such that translation to traditional controller would be "virtually impossible". He appreciated the way the game slowly introduced the new circle types, though he did not like how his hand
762:
occasionally obscured the screen. (For this reason, reviewers preferred the iPad version for its larger screen.) Multiple reviewers liked how the game continually renewed itself with the slow introduction of new game elements, though Harry Slater of
304:
I imagined growing a circle as large as possible without having them touch whilst growing. The victory/death case was so intrinsically linked I could play it in my head and feel how much patience it would take in certain cases.
1905:
2251:
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Players touch circles onscreen to make them grow in size. Numbers within the circles count upwards with the duration of the touch. If a growing circle overlaps another, the player must restart the puzzle.
440:. The endless mode was added about six months into development. They hoped the game's presentation conveyed "honest and confident rather than overly mysterious and weird". The team was also inspired by
166:
in 2010 as indie game artist
Wohlwend's first self-developed game. The game idea came from staring at the ceiling, and Wohlwend applied a grayscale color palette from his first year in art school. When
750:. Bogost felt that it required an amount of attention unlike other "time-waster" mobile games, and referred to the precarious strategies required to complete some levels as a "multi-touch ballet".
1721:
411:
in a weekend before notifying
Wohlwend. At the time, Wohlwend did not have an iOS device to test the port, and had to purchase an iPad. Johnson's iPad version spurred Wohlwend to consider how
359:" and written in a single file. It was the first game he programmed, though he had some assistance with the in-game physics. Wohlwend wanted the game to be purchased by a Flash game site like
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wrote that its red, gray, and black graphics were "striking" albeit not flashy, and that the game was interesting "visually, aurally, and mechanically". In a piece for
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in consideration of "the incredible talent involved". Whitehead called the puzzles "deftly constructed" and said the game "delights more than it frustrates".
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his code, partly with the intent to spur "non-coders" to try coding, as he had. At the time, Semi Secret
Software was in a lull between projects.
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341:. The Flash version was much simpler in design, and added circles onscreen as the game progressed. This gameplay evolved into what became the
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had cultural cachet "unprecedented" in the medium of video games and similar to that of other design objects—that the game was closer to
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143:, the player interacts with different types of circles to bring a counter to the number 100. The game was developed and published by
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and other methods. The endless mode unlocks when the 100 puzzles are complete, and features a series of randomly generated levels.
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described the core gameplay as "one-note" and criticized its lack of addictive loops that keep players interested. Mike Rose of
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2012. Reviewers praised its minimalist design aesthetic and puzzle variety, and criticized its obtuse cryptography subgame.
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The game has no pause feature or motion controls, and there is no formal tutorial. Hidden between the puzzles are a few
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430:-style fiction within the game that used ciphers, though the idea was also influenced by a similar plot element in
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and "reannounced" later that year following changes in its presentation. It was released on
January 7, 2013 for
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s Dan
Whitehead said the game was "basically interactive porn for graphic designers". Nissa Campbell of
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The iOS version received "generally favorable" reviews, according to video game review score aggregator
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Though
Wohlwend describes his interest in "simple and elegant" game design as permeating his works,
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wrote that its game, visual, and interaction design "embodied an elegant minimalism" akin to the
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The game received "generally favorable" reviews, according to video game review score aggregator
64:
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would work with multitouch and cooperative play, and Semi Secret's Adam Saltsman to consider a
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wrote that the game functioned like a design object, a feat unique for the video game medium.
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s Stuart Dredge found the game's minimalism "stylish" and its gameplay "genuinely hypnotic".
1939:
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107:
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684:
527:
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664:. It was an honorable mention in Best Mobile Game and Nuovo Award categories of the 2012
194:. It was an honorable mention in Best Mobile Game and Nuovo Award categories of the 2012
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minimalism was also functional due to his inexperience with programming. The code was "
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327:. As an artist, he wanted to experiment with game programming following his release of
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where players touch circles to make them grow without overlapping. In the game's 100
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1054:"From the creator of 'Canabalt,' 'Hundreds' is the iPhone's next great puzzle game"
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and iPad, and on June 28 for Android. It was later added to the November 2013
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329:
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1996:
1238:"Hands-on with Hundreds, the addictive new iOS game from Canabalt's creators"
671:, and an honorable mention in Excellence in Visual Art at the 2013 festival.
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1896:"Far Cry 3, Hundreds, Zero Escape, Joe Danger Touch and Kentucky Route Zero"
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1401:
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1207:
1198:"Hundreds' metamorphosis from late night dream to addictive iOS puzzle game"
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Programmer Eric Johnson of Semi Secret found the open source version and
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called it "handsomely austere", "modish", and "elegant". Dan Ryckert of
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1708:"2013 Independent Games Festival announces Main Competition finalists"
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1558:"Review: Hundreds for iOS is a maddening challenge of a puzzler game"
813:
distinguished itself among iOS puzzle games in its style and design.
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963:"Hundreds review: a stylish iOS puzzler from the makers of Canabalt"
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183:, which began a collaboration between Wohlwend and the company's
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180:
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1672:"Here are your winners of the 2012 Independent Games Festival"
342:
152:
69:
1308:"Android Humble Bundle adds Desert Bus, Hundreds and Spider"
2042:
1635:"Mobile review round-up: 'Hundreds', 'RAD Soldiers', more"
1935:"The Sin of Greed Is Your Saw-Blade Downfall in Hundreds"
1275:"Semi Secret's 'Hundreds' Re-announced, Sees Some Tweaks"
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Commercial video games with freely available source code
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1142:"Betting on style with Saltsman and Wohlwend's Hundreds"
467:. The composer released a compilation of remixes of the
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1021:"From Flash to Touch: How Hundreds Came to the iPad"
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26:
1096:"Semi Secret Software's Hundreds comes to Android"
1089:
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1085:
367:. When the sites were not interested, he chose to
1820:"'Hundreds' Is the Haute Couture of Video Games"
1860:"So Far, Hundreds Is the 2013 Game of the Year"
913:"'Hundreds' Review - Counting On Only the Best"
302:
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950:
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682:Reviewers noted the game's unadorned nature.
256:—incomprehensible text to be decoded through
8:
1991:. Vol. 20, no. 5. pp. 34–39.
512:
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790:variety of puzzles and endgame difficulty.
2282:Video games developed in the United States
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187:, who became the primary puzzle designer.
32:
23:
1347:"Hundreds Critic Reviews for iPhone/iPad"
1928:
1926:
1777:"30 best iPhone and iPad apps this week"
1306:McWhertor, Michael (November 26, 2013).
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1008:
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1002:
1000:
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996:
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295:, composer Scott Morgan (also known as
1432:Jacono, Alexandre (January 18, 2013).
1236:McWhertor, Michael (October 7, 2012).
1196:McWhertor, Michael (January 3, 2013).
443:Superbrothers: Sword & Sworcery EP
249:snowflakes that freeze other circles.
175:the code. Eric Johnson of Semi Secret
1651:from the original on January 11, 2013
1413:from the original on November 8, 2013
1324:from the original on February 1, 2014
171:sites did not purchase the title, he
7:
2006:from the original on October 8, 2013
1951:from the original on August 17, 2014
1479:from the original on January 5, 2013
1363:from the original on January 8, 2013
1094:McWhertor, Michael (June 28, 2013).
1019:Martin, Garrett (January 22, 2013).
774:compared the game as the inverse of
516:
491:
1876:from the original on April 24, 2014
1858:Totilo, Stephen (January 3, 2013).
1519:Hayward, Andrew (January 7, 2013).
1446:from the original on August 4, 2020
1395:Whitehead, Dan (January 18, 2013).
1273:Nicholson, Brad (October 8, 2012).
1052:Webster, Andrew (January 3, 2013).
1029:. Paste Media Group. Archived from
911:Campbell, Nissa (January 7, 2013).
482:
1908:from the original on June 15, 2014
1836:from the original on July 22, 2014
1789:from the original on July 20, 2014
1775:Dredge, Stuart (January 4, 2013).
1688:from the original on July 14, 2014
1633:Nichols, Scott (January 9, 2013).
1574:from the original on July 28, 2013
1287:from the original on June 28, 2014
1254:from the original on July 15, 2014
1214:from the original on July 14, 2014
1112:from the original on July 14, 2014
1070:from the original on April 1, 2014
925:from the original on April 7, 2014
675:was also an official selection at
14:
1724:from the original on May 13, 2014
1614:from the original on May 29, 2013
1600:Slater, Harry (January 4, 2013).
1158:from the original on May 11, 2014
694:complimented its simplicity, and
2247:Android (operating system) games
2217:
2025:
1933:Rigney, Ryan (January 9, 2013).
855:Ryckert, Dan (January 8, 2013).
455:was first announced at the 2012
387:
378:
227:
218:
1670:Plante, Chris (March 7, 2012).
299:), and developer Eric Johnson.
2053:original source code and notes
1556:Holt, Chris (April 16, 2013).
1465:Cymet, Eli (January 3, 2013).
1140:Rose, Mike (January 4, 2013).
961:Edge staff (January 9, 2013).
1:
1434:"Test : Hundreds (iPad)"
424:Saltsman with the idea of a
162:It was originally built for
155:on January 7, 2013, and on
2303:
2287:Semi Secret Software games
669:Independent Games Festival
666:Game Developers Conference
475:on Bandcamp in June 2013.
457:Game Developers Conference
319:Wohlwend originally built
196:Independent Games Festival
2277:Single-player video games
1508:. April 2013. p. 23.
809:s Ryan Rigney wrote that
783:Multiple reviewers noted
520:
517:
495:
492:
31:
1283:. TouchArcade.com, LLC.
921:. TouchArcade.com, LLC.
1919:(subscription required)
1847:(subscription required)
1467:"Hundreds Review (iOS)"
1397:"Hundreds review (iOS)"
744:or a lobby bar than to
437:Bottomless Belly Button
1980:"Postmortem: Hundreds"
1744:"IndieCade 2012 Games"
732:aesthetic promoted by
465:Humble Mobile Bundle 3
310:—Wohlwend, creator of
307:
147:in collaboration with
2055:on intuitiongames.com
2036:at Wikimedia Commons
1645:Hearst Communications
397:Wohlwend and Saltsman
151:and was released for
1904:. January 15, 2013.
1818:(January 29, 2013).
273:Semi Secret Software
237:Gameplay screenshots
145:Semi Secret Software
1720:. January 7, 2013.
1610:. Steel Media Ltd.
1537:on January 11, 2013
514:
489:
258:substitution cipher
2272:Puzzle video games
2144:Ridiculous Fishing
1901:The New York Times
1830:Emerson Collective
1756:on August 16, 2014
1568:IDG Communications
1506:Next Media Pty Ltd
1498:"Hundreds (iOS)".
487:
2205:
2204:
2030:Media related to
1521:"Hundreds Review"
857:"Hundreds Review"
657:
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510:
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271:was developed by
159:later that year.
137:puzzle video game
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2043:Official website
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979:on April 7, 2014
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869:. Archived from
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873:on May 30, 2014
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488:Aggregate score
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427:Brave New World
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91:January 7, 2013
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1988:Game Developer
1976:Saltsman, Adam
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99:June 28, 2013
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2008:. Retrieved
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1978:(May 2013).
1953:. Retrieved
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1863:
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1838:. Retrieved
1825:The Atlantic
1823:
1791:. Retrieved
1782:The Guardian
1780:
1770:
1758:. Retrieved
1754:the original
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1726:. Retrieved
1711:
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1638:
1628:
1616:. Retrieved
1607:Pocket Gamer
1605:
1576:. Retrieved
1561:
1551:
1539:. Retrieved
1535:the original
1524:
1514:
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1057:
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1031:the original
1024:
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977:the original
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916:
875:. Retrieved
871:the original
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624:Pocket Gamer
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173:open sourced
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55:Publisher(s)
45:Developer(s)
18:
2262:Indie games
2257:Flash games
2224:Video games
2123:Puzzlejuice
2010:February 1,
1912:February 1,
1880:February 1,
1816:Bogost, Ian
1728:February 1,
1655:February 2,
1640:Digital Spy
1618:February 1,
1578:February 2,
1541:February 2,
1483:February 2,
1450:February 2,
1417:February 1,
1280:TouchArcade
1162:February 1,
918:TouchArcade
797:TouchArcade
747:Angry Birds
715:TouchArcade
648:Digital Spy
636:TouchArcade
518:Publication
473:100 Minutes
369:open source
292:Puzzlejuice
264:Development
164:Adobe Flash
65:Platform(s)
59:Semi Secret
49:Semi Secret
2236:Categories
2165:TumbleSeed
2130:Gasketball
2116:Solipskier
1945:Condé Nast
1352:Metacritic
973:Future plc
817:References
730:Bauhausian
726:Ian Bogost
662:Metacritic
502:Metacritic
493:Aggregator
449:boldness.
365:Newgrounds
361:Kongregate
339:Newgrounds
330:Solipskier
325:Flash game
204:Ian Bogost
192:Metacritic
169:Flash game
2267:IOS games
2182:Mikengreg
2158:TouchTone
2065:MobyGames
1997:1073-922X
1870:G/O Media
1749:IndieCade
1682:Vox Media
1531:Future US
1402:Eurogamer
1318:Vox Media
1248:Vox Media
1208:Vox Media
1106:Vox Media
1064:Vox Media
1059:The Verge
771:Gamasutra
706:Eurogamer
677:IndieCade
540:Eurogamer
484:Reception
479:Reception
471:track as
432:Dash Shaw
345:release.
200:IndieCade
2197:Vlambeer
2137:Hundreds
2060:Hundreds
2051:Hundreds
2033:Hundreds
2001:Archived
1949:Archived
1906:Archived
1874:Archived
1834:Archived
1787:Archived
1722:Archived
1686:Archived
1649:Archived
1612:Archived
1572:Archived
1563:Macworld
1477:Archived
1472:Gamezebo
1444:Archived
1439:Gamekult
1411:Archived
1361:Archived
1322:Archived
1285:Archived
1252:Archived
1212:Archived
1156:Archived
1110:Archived
1068:Archived
923:Archived
867:GameStop
811:Hundreds
785:Hundreds
777:Jezzball
759:Hundreds
738:Hundreds
673:Hundreds
612:Macworld
576:Gamezebo
564:Gamekult
469:Hundreds
453:Hundreds
417:Hundreds
413:Hundreds
350:Hundreds
321:Hundreds
312:Hundreds
282:Canabalt
269:Hundreds
210:Gameplay
132:Hundreds
108:Genre(s)
38:App icon
27:Hundreds
2175:Related
1955:June 8,
1840:June 8,
1793:June 8,
1760:June 8,
1718:Informa
1692:June 8,
1677:Polygon
1526:MacLife
1367:June 7,
1328:June 7,
1313:Polygon
1291:June 8,
1258:June 7,
1243:Polygon
1218:June 7,
1203:Polygon
1152:Informa
1116:June 7,
1101:Polygon
1074:June 8,
1037:June 8,
983:June 7,
929:June 7,
877:June 7,
600:MacLife
254:ciphers
157:Android
119:Mode(s)
95:Android
80:Release
74:Android
2210:Portal
2151:Threes
1995:
1865:Kotaku
1357:Fandom
679:2012.
506:85/100
461:iPhone
447:'s
405:ported
353:'s
297:Loscil
246:Levels
177:ported
141:levels
113:Puzzle
2108:Games
2004:(PDF)
1983:(PDF)
1940:Wired
1501:Hyper
1026:Paste
807:'
803:Wired
788:'
742:Prada
734:Apple
710:'
701:'
588:Hyper
521:Score
496:Score
323:as a
135:is a
2012:2023
1993:ISSN
1957:2014
1914:2023
1882:2023
1842:2014
1795:2014
1762:2014
1730:2023
1694:2014
1657:2023
1620:2023
1580:2023
1543:2023
1485:2023
1452:2023
1419:2023
1369:2014
1330:2014
1293:2014
1260:2014
1220:2014
1164:2023
1118:2014
1076:2014
1039:2014
985:2014
968:Edge
931:2014
879:2014
792:Edge
754:Edge
685:Edge
593:5/10
569:7/10
557:8/10
545:8/10
533:7/10
528:Edge
409:iPad
181:iPad
2063:at
653:3/5
641:5/5
629:3/5
617:4/5
605:5/5
581:5/5
434:'s
363:or
343:iOS
289:of
279:of
153:iOS
87:iOS
70:iOS
2238::
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